SupernaturalMerits

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Supernatural Merits

Natural Astrologer
5- or 7-pt Supernatural Merit

Some people are connected more closely to the patterns of the Loom of Fate and it's interface with the Stars of Creation than others, better able to make sense of the patterns that fill the night sky. Some of these individuals might have had a Star-Blessed in their bloodline some time in the past or perhaps they're just particularly touched of the Loom from birth. Never the less, these individuals have a natural talent for the art of Astrology. These people tend to be coveted assets, and often find themselves in the service of some greater power. No few kings keep talented astrologers in their employ, while in the Realm both the Immaculate Order and All-Seeing Eye collect such individuals (so that they're under the oversight of the Sidereals as much as any other reason). Even the Deathlords have been known to have such individuals serving them.

The lesser version of this merit, available for 5pts, lowers the difficulty to perform astrology. This adjustment is -2 if the subject doesn't have First Age or Varangan Astrological equipment, but only -1 if he has such equipment. The greater version of this merit, which costs 7pts, adds the character's Essence in automatic successes to any successful astrology roll. The greater version of this gift also includes the benefits of the lesser version.

Both versions of this merit affect mortal (little a) astrology, not Sidereal astrology. Sidereals can never the less take this merit for two points less than normal, if they wish to do so, but it still only affects mortal astrology.


Accomplished Anima -- GregLink
2 or 4 pt Supernatural Merit
Prerequisites: Any Solar Anima Ability

Much as the Solars of old were masters of many things, often with expertise far beyond what one might expect, the remnants of these Solars can also exceed expectations. A Solar with this merit has been blessed with such a shard, and can emulate the anima abilities of other Solar Castes. The scope of these abilities varies with the cost of this merit, as shown below:
|| || 2 || 4 || || Dawn || N/A || All || || Eclipse || Diplomatic Immunity || Learning Non-Solar Charms or Oath-Sealing || || Night || Cloaking or Muting Essence Expenditure || Both || || Twilight || N/A || All || || Zenith || Burning of Bodies || All || When the character's Caste mark is showing, and he activates one of these learned abilities, his caste mark will briefly warp and shimmer into the caste of the appropriate Caste. This merit may not be taken more than once at character creation, but with Storyteller approval and an appropriately stunted plot hook, could probably be learned in game.

Comments

I just made up this merit this morning without thinking much about it. I figured that the Anima abilities are similar in many ways to charms, and some are better than others, so I tried to divide up the table evenly. I'm thinking I went a little easy on the costs, but I've always been a little generous about such things. In your games, feel free to up all costs by 1, to a {3,5} cost, which I think might fit the developer's concept of "fairness" better. -- GregLink

Eh. I am not a fan of the concept of learning the anima abilities of others that way. Considering that the ability to do it temporarily is a Blossoming of the resplendent lotus, essence 4 charm? the base description of exalts, as I recall, splits their powers up into three categories: Anima abilities, which are innate: Charms, which are type specific: and Sorcery. that seems.. too cheap to me, for one, and to break the feel of the castes, for another. - Molikai
What book or reference is that Blossoming thing in? I don't recall reading it... -- GregLink
That would be the term for Sidereal Level Martial Arts. As in, Exalt Ways. - Scrollreader